Since according to the newsletter Stuart's current ongoing quest is to get
better performance for 3d clouds, here are some of my observation:
* I've noticed that when I use the relatively lowres Altocumulus texture
sheet (3x3 on one sheet) I can basically use a ridiculous number of
sprites
On Mon, 5 Dec 2011 10:13:31 +0200 (EET), thorsten.i.r...@jyu.fi wrote
in message 37256.130.234.255.4.1323072811.squir...@webmail2.cc.jyu.fi:
With my computer still out (the repair company asked me to send it
back after I wrote a summary of my thermal management problems, so it
seems to me
Am Sonntag, den 04.12.2011, 22:14 + schrieb Stuart Buchanan:
On Sun, Dec 4, 2011 at 1:08 PM, kreuzritter2000wrote:
We could do the same, but i don't know, if this works with an irregular
grid, flighgear uses.
This is a very interesting idea indeed. I hadn't realized that is how they
On Mon, 2011-12-05 at 10:55 +0100, kreuzritter2000 wrote:
I wonder how X-Plane solved that, they're using an irregular grid too,
but the texture borders look rather seamless which makes the visual
quality very realistic.
Just reporting, I've been working on creating some models near PASI.
When I started up PASI using fgfs --disable-real-weather-fetch --airport=PASI
--aircraft=ufo
none of the OBJECT_STATIC or OBJECT_SHARED models loaded. OBJECT_SIGN models
DID load, however.
I was rather livid for a few
kreuzritter2000 wrote:
When we're talking about MSFS and terrain i also want to mention, that
their regular grid allowed them to use textures that allowed a seamless
crossover on their borders. So with the right textures choosen, the
textures matched on the borders.
Ah, well, but, as I
On Mon, Dec 5, 2011 at 8:26 AM, Thorsten Renk wrote:
Since according to the newsletter Stuart's current ongoing quest is to get
better performance for 3d clouds, here are some of my observation:
Thanks very much for the observations. Lots of food for thought :)
As an FYI, the investigations
Stuart wrote:
On Mon, Dec 5, 2011 at 8:26 AM, Thorsten Renk wrote:
Since according to the newsletter Stuart's current ongoing quest is to
get
better performance for 3d clouds, here are some of my observation:
Thanks very much for the observations. Lots of food for thought :)
As an
Vivian:
We also note that you are back to using the .png textures with their
black
edges etc., rather than the .dds that we provided. Use of .dds textures
should at least be no worse than .png and at best will provide a small
performance advantage.
That's a technical requirement of Stuart's
On Mon, Dec 5, 2011 at 12:32 PM, Vivian Meazza wrote:
Emilian and I noticed that the local cloud effect files are using render
bin 10 - thus competing with all other transparent objects, while the
global clouds use render bin 9 - the dedicated cloud bin. We have tried
moving all the clouds to
On Mon, Dec 5, 2011 at 6:34 AM, J. Holden stattosoftw...@yahoo.com wrote:
The (brand new) Sitka scenery (the chunk south of Juneau) is at
http://www.stattosoftware.com/sitka_scenery.zip
Error 404 - FILE NOT FOUND
--
Csaba/Jester
The other option is that I make the relevant changes in
January despite feature freeze. Or the third option is that the old
version of Local Weather gets shipped with 2.6 - the flag to do so is
still in the code.
Everything you mentioned sounds like bug fixing to me, not adding new
features.
On Sun, 4 Dec 2011 22:14:18 +, Stuart Buchanan wrote:
Rather than using the same texture, we can simply have a separate
texture for object type and rotation.
It's simple enough to place objects along a linear feature (like a
road):
Unfortunately, we are only scratching around the edges for improved
performance using the existing technique, and really we need to try
something a bit more radical.
I read that X-Plane 10 is using a complete new system for clouds (LOD
based):
I haven't seen this in action, and don't know
http://www.stattosoftware.com/flightgear/sitka_scenery.zip
I need to stop sending emails when tired :)
Cheers
John
--
All the data continuously generated in your IT infrastructure
contains a definitive record of
I think X-Plane is using texture splatting.
Please read this blog post from Ben Supnik (X-Plane scenery developer) that
I read a few years ago:
http://www.x-plane.com/blog/2008/12/dealing-with-repetition/
It deals not exactly with the smooth transition problem, but this technique
could be applied
I haven't looked into the paypal donate thing myself, but I think I saw
that you could set it up so that a person could donate
to specifically named needs (beyond just a generic donation.) That might
be interesting -- if we could identify some specific needs and list them as
donation targets.
Hi FG devels. First of all, I'd like to congratulate and thank you by the new
version of FG. It's awesome.
I'm linux user, and as you probably know, our life is nothing easy, and I
trough you could make our life easier.
Currently, FG is only available in packages, but it's hard to us to
Hello.
I am working on some XML 2D gauges for our aviation club flight
training device. We have a twin engine trainer I built over the years
which runs on top of MS Flight Simulator, and I am making a flightgear
setup for it to have a platform that stays alive :-)
The SenecaII looks like the
Hi,
I read that X-Plane 10 is using a complete new system for clouds (LOD
based):
I haven't seen this in action, and don't know how good this really is.
I have tried the X-Plane 10 Demo.
I have a DualCore 2.6 Ghz, 4 GB Ram, Nvidea GTX460.
While graphic looks really good, and the idea behind the
[ FindOpenSceneGraph.cmake:130 ] Failed to parse version number,
please report this as a bug
CMake Error at /usr/share/cmake/Modules/FindOpenSceneGraph.cmake:199
(message):
ERROR: Version 3.0.0 or higher of the OSG is required. Version .. was
found.
Call Stack (most recent call
Hello,
I think I've reached a good point to start applying changes to the
terragear repo. I can either start issuing merge requests, or, given
access, apply changes on a dev branch.
Which method is preferred by the terragear maintainers?
A couple other questions about future development.
1)
A new clone of flightgear sorted that problem out.
Regards
Sid.
On 05/12/11 23:38, Sid Boyce wrote:
[ FindOpenSceneGraph.cmake:130 ] Failed to parse version number,
please report this as a bug
CMake Error at /usr/share/cmake/Modules/FindOpenSceneGraph.cmake:199
(message):
ERROR:
Hi Peter,
Peter Sadrozinski wrote:
I think I've reached a good point to start applying changes to the
terragear repo. I can either start issuing merge requests, or, given
access, apply changes on a dev branch.
I'd say have a branch, send me your Gitorious account name, please.
A couple
Hi,
As usual, I did not take the time to really look into the code. So please
excuse more or less obvious questions about the current implementation.
On Monday, December 05, 2011 09:26:09 thorsten.i.r...@jyu.fi wrote:
Since according to the newsletter Stuart's current ongoing quest is to get
Hi,
On Monday, December 05, 2011 12:07:31 Stuart Buchanan wrote:
I had come to the conclusion that the only way to get a signficant increase
in performance would be move to using Impostors. That's a big change,
particularly as the OSG implimentation appears to be broken/bit-rotted.
I've
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